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THE VRYKOLAKAS

A Creepy CR 5 Undead
by Theron Seckington

page border by Kate Halvorsen


NEW FANG ON THE BLOCK
THE VRYKOLAKAS Character Levels
For an additional challenge, the vrykolakas
My research for various campaigns over the
may have memories of who it was in life. Some
years has turned up lots of resources for
suggestions for how to incorporate character
monsters I’ll never use. One that stuck with my
levels follow. In general, two character levels
was the vrykolakas, which (sort of) translates to
are sufficient to drastically change the timbre of
“werewolf” from the Greek – but their actions
the coming conflict.
show much more in common with what we think
Barbarian: A Barbarian vrykolakas is more
of in the modern day as vampires.
feral and dangerous than its regular brethren. It
Much of Bram Stoker’s undead Count
delights in leaping into combat and rending as
Dracula can be seen in the behavior of the
many foes as possible to cause terror.
vrykolakas. According to legends, the creature
Bard: With bard levels, the creature is content
drank blood, appearing fresher and larger with
to choose a single target, research them for days
each new victim, but unlike Dracula the
from stealth, then drag them back to its lair. It
vrykolakas can swell to inhuman proportions if
may use Bardic Inspiration on itself only for
not stopped. Additionally, this bloodsucker
attacking its chosen target.
needed to be invited in to a home to invade it –
Clerics and Paladins: Both versions of this
though it treated merely answering the door as
vrykolakas typically wear ragged armor. Its
an invitation; peasants could avoid a vrykolakas
Channel Divinity works on the living, rather
by simply not answering a knock at the door
than the undead.
after sundown.
Druids: A druid vrykolakas loses any animal
The vrykolakas had several powers that sets
companion it may have had, but uses its Wild
it apart from vampires in “vanilla” D&D lore.
Shape and spells such as entangle to improve its
First, it is a carrier of plagues, like many Slavic
ambush abilities.
revenants. Also, the vrykolakas sometimes
Fighter: Vrykolakas fighters are heavily
brings poltergeist-like activity to the villages it
armored and often wield weapons that give it
preys on.
advantages in battle, such as nets and polearms,
I have endeavored to bring these things into
though rarely ranged weapons. It typically uses
the stat block at right. Hopefully, this creature
its Action Surge early to ensure it grapples a
will challenge your party, both in combat and
target.
outside as they work against their assumptions
Monk: A vrykolakas’ natural weapons are only
of what a vampire does.
further augmented by a monk’s talents. Their
lairs tend to be old places of study, rather than
Additional Complications where they died.
Unless properly disposed of, a vrykolakas Ranger: Change their favored terrain to
may return. A simple stake through the heart is wherever terrain they now live in. A former
seldom sufficient. Rather, a vrykolakas must be ranger vrykolakas will place physical traps and
tracked to its lair, the body must be destroyed choose its battlegrounds very, very carefully.
through cremation or torn to part, and then silver Rogue: Cunning Action makes a Rogue
or iron stakes must pin the remains to the earth. vrykolakas a dangerous “hit and run” combatant.
An exorcism just to be on the safe side isn’t Sorcerers, Warlocks, and Wizards: The
totally unwarranted either! vrykolakas will choose spells which enhance or
complement its natural abilities, such as sleep or
charm person.
Vrykolakas The Lair
Medium undead; CR: 5 A vrykolakas builds a lair close to its
AC: 14, Speed: 30 ft, 30 climb HP: 105 hunting grounds, near where it was
(10d12+40) originally buried. While in its lair, the
Statistics: STR 17 (+3), DEX 14 (+2), CON creature is much more powerful.
19 (+4), INT 9 (-1), WIS 13 (+1), CHA 12 The land around the vrykolakas’ lair
(+1) becomes increasingly isolated as chance
Skills: Athletics +7, Stealth +6, Survival +5 accidents, natural disasters, and rockfalls
Saves: STR +7, CON +8, CHA +5 block access in or out of the village it hunts
Damage Immunities: Poison in. Over several months, a pall of sickness,
Condition Immunities: Poisoned, Charmed old superstitions, and despair descends on
Blindsight: 30 feet the unsuspecting population, further
Embrace: The vrykolakas deals maximum preventing them from leaving.
damage to a creature it has grappled. It’s not all bad news for the adventurers:
Human Shield: While it grapples a creature, as mentioned above, the vrykolakas can be
the vrykolakas gains +2 AC. Additionally, destroyed while in its lair as long as proper
creatures it grapples automatically fail saves procedures are followed.
against area-effect damage, such as against Additional Spells: The vrykolakas can cast
burning hands or a fireball spell. telekinesis and wind wall 1/day in its lair,
Quick: The creature receives Advantage on which is usually uses to block exits and
Initiative rolls. force a close combat, where it holds most of
Spells: The vrykolakas can cast the the cards.
following spells as spell-like effects without Engorge: The first time a vrykolakas bites a
the need for components. Saves are against creature in its lair, its size becomes Large, it
the creature’s Charisma, DC 15. gains 39 (6d12) temporary hit points, and its
1/day, each: fog cloud, stinking cloud, gust damage dice increase one step, changing its
of wind Bite attack to 14 (2d10+3) piercing and 5
Spider Climb: The vrykolakas can climb on (1d10) necrotic damage and its claw attack
walls or ceilings as if under the effect of the to 10 (2d6+3) slashing damage.
spider climb spell.
ACTIONS
Multiattack: The vrykolakas makes one
Lair Actions
claw attack and a bite attack, or two claw Wind Control: Each round with a 20
attacks. initiative, the vrykolakas may cast any of its
Bite: Melee weapon attack, +6 to hit, reach 5 available spells or lair spells.
ft, one target. Hit: 12 (2d8+3) piercing Perturbed Spirit: Each round with a 10
damage plus 4 (1d8) necrotic damage. A initiative, the creature can cause a telekinetic
creature killed by this attack rises again as a storm (below) anywhere it can see within 60
vrykolakas the next night unless it is a holy feet.
day. Telekinetic Storm: Ranged spell attack, +4
Claw: Melee weapon attack, +7 to hit, reach to hit, range 60 feet, all targets in 5 foot
5 ft, one target. Hit: 7 (2d4+3) slashing radius. Hit: 7 (2d6) bludgeoning damage.
damage. If both attacks hit, the target is
grappled.
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